/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

/// \addtogroup world
/// @{
/// \file
#ifndef __WEATHER_H
#define __WEATHER_H

#include "Common.h"
#include "SharedDefines.h"
#include "Timer.h"

class Player;

#define WEATHER_SEASONS 4
struct WeatherSeasonChances
{
    uint32 rainChance;
    uint32 snowChance;
    uint32 stormChance;
};

struct WeatherData
{
    WeatherSeasonChances data[WEATHER_SEASONS];
    uint32 ScriptId;
};

enum WeatherState
{
    WEATHER_STATE_FINE = 0, WEATHER_STATE_LIGHT_RAIN = 3, WEATHER_STATE_MEDIUM_RAIN = 4, WEATHER_STATE_HEAVY_RAIN = 5, WEATHER_STATE_LIGHT_SNOW = 6, WEATHER_STATE_MEDIUM_SNOW = 7, WEATHER_STATE_HEAVY_SNOW = 8, WEATHER_STATE_LIGHT_SANDSTORM = 22, WEATHER_STATE_MEDIUM_SANDSTORM = 41, WEATHER_STATE_HEAVY_SANDSTORM = 42, WEATHER_STATE_THUNDERS = 86, WEATHER_STATE_BLACKRAIN = 90, WEATHER_STATE_BLACKSNOW = 106,
};

/// Weather for one zone
class Weather
{
public:

    Weather (uint32 zone, WeatherData const* weatherChances);
    ~Weather ()
    {
    }
    ;

    bool Update (uint32 diff);
    bool ReGenerate ();
    bool UpdateWeather ();

    void SendWeatherUpdateToPlayer (Player *player);
    static void SendFineWeatherUpdateToPlayer (Player *player);
    void SetWeather (WeatherType type, float grade);

    /// For which zone is this weather?
    uint32 GetZone () const
    {
        return m_zone;
    }
    ;
    uint32 GetScriptId () const
    {
        return m_weatherChances->ScriptId;
    }

private:

    WeatherState GetWeatherState () const;
    uint32 m_zone;
    WeatherType m_type;
    float m_grade;
    IntervalTimer m_timer;
    WeatherData const* m_weatherChances;
};
#endif
